Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her.

Ahri blows a kiss dealing 60/90/120/150/180 (+0.35) magic damage and charming the first enemy it hits, causing them to walk harmlessly towards her for 1/1.25/1.5/1.75/2 second(s).

Cost: 50/65/80/95/110 Mana

Range: 975

Spirit Rush

Ahri dashes forward and fires essence bolts, damaging 3 nearby champions. Spirit Rush can be cast up to three times before going on cooldown.

Ahri dashes forward and fires essence bolts at 3 nearby enemies (prioritizes champions), dealing 100/140/180 (+0.3) magic damage. Spirit Rush can be cast up to three times within 10 seconds before going on cooldown.

Cost: 100 Mana

Range: 450

Essence Theft

Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.

+35 Attack Damage +30 Magic Resistance UNIQUE Passive: If you would take Magic Damage that would leave you at less than 30% of your Maximum Health, you first gain a shield that absorbs 300 Magic Damage for 4 seconds. 60 second cooldown.

+180 Health UNIQUE Passive: Your champion gains 32 health per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion takes 15% less damage.

Lich Bane

+350 Mana +80 Ability Power +30 Magic Resist +7% Movement Speed UNIQUE Passive: 100% chance when an ability is used that your next physical attack deals an additional 100% of your Ability Power in damage. This effect has a 2 second cooldown.

+350 Mana +7 Mana Regen per 5 sec +20 Attack Damage UNIQUE Passive: 2% of your max mana is converted to attack damage. UNIQUE Passive: Each time you attack, you gain one maximum mana (3 second cooldown.) Each time you use an ability, you gain 4 maximum mana (3 second cooldown.) Bonus caps at 1000 mana.

Mejai's Soulstealer

+20 Ability Power UNIQUE Passive: Your champion gains 8 ability power per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion's cooldowns are reduced by 15%.

+10 Attack Damage UNIQUE Passive: Your champion gains 5 damage per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion's movement speed is increased 15%.

Tear of the Goddess

+350 Mana +7 Mana Regen per 5 sec UNIQUE Passive: Each time your Champion uses an Ability their Maximum Mana will increase by 4 Mana, up to a maximum of twice in a six second period; bonuses cap at +1000 Mana.

+100 Ability Power +50 Armor UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering you invulnerable and untargetable but unable to take any action (90 second cooldown).

Maw of Malmortius

+55 Attack Damage +36 Magic Resist UNIQUE Passive: If you would take magic damage that would leave you at less than 30% Health, you first gain a shield that absorbs 400 magic damage for 5 seconds (60 second cooldown). UNIQUE Passive: +1 Attack Damage for every 2.5% of your Maximum Health that is missing.

The Hex Core

+3 Ability Power per level. This item can be upgraded into one of three augments that enhance Viktor's basic abilities. Click the item in the store to discover its upgrades.

Do 21/9/0 or 9/12/9 if you are vs some crazy burster/assassin sh1t like cassio/talon etc.

I dislike utility on ahri. gp10 ahri might be okay tho h4h4

Runes

Greater Quintessence of Potency

+14.85 Ability Power

x3

Greater Seal of Replenishment

+3.69 Mana Regen / 5 Sec

x9

Greater Mark of Insight

+8.55 Magic Penetration

x9

Greater Glyph of Force

+27.54 Ability Power Per Level

x9

red mpen for da deepz

yellow mana regen for da spammin !_! (ahri has mana issues). you can go hp/level if you want

ap/level is very very good on ahri because 90% of the games you will rush abyssal sceptor. else, go flat mr if you wish.

ap quints because ap works with ahri well lolz. don't need ms/mpen/mr, but all preference.

Starting Items

3

b00ts 3 for mobility and sustain

Core Items

3 doran rings for ap/mana regen/hp OR roa depending on what you feel like.

abyssal sceptor to get 40mpen + 10 = 50 mpen pewpew

can 100 > 0 anyone at this point even da AD carries. This is your strongest point cause you will find a drop in dps once you start lacking on items unless you are keeping up with godly farm and whatnot.

Endgame Items

wota for sustain

rylais for utility/slow (kite bruisers). can rush rylais instead of abyssal if you please

dfg is stronk for da burst

rabadons op for the scalings/dmg

void staff if 2 much mr

zhonyas if they have karthus/imba ad

Skill Order

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

Q

W

E

R

1. can opt for charm earlier in levels if invading/gank set up.

2. split between q/w depending on the lane. High level W for the killingz or high level Q for the farmingz

R>Q=W>E

^ in dat order

i.e. vs cassio/ryze i would go the skill build above because I know I can 60>0 cassio and outplay possibly. Don't need high level Q because you use 2 Qs anyways.

Ahri is a safe competitive AP mid pick that can fit into almost any role. She provides one of the best ccs in the game that can catch and force a fight instantly. She has subpar wave clear and she is a low range (~400-500 range) hero. Despite that, she is an agile assassin that is able to hit the backlines while dealing a huge amount of damage in 3-4 second interval bursts (meaning it is sustained).

Abilties

Passive - Essence Theft

Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.

Spell that works well with her spells and lets her sustain in lane early-mid-late. This spell coupled with spellvamp allows you to sustain in teamfights and this is what makes Ahri tanky despite here mediocre hp values.

Your main method of wave clear, but not your main method of damage. This spell is mainly used in conjunction with your charm. Don't level this up early unless it is a straight up farm lane with absolutely 0 kill potential : i.e. galio. Otherwise, keep this around level 3-4 before you max your fox-fire because you will always use 2 Q's anyways to clear a full wave. Use this with your passive when there are a lot of creeps and you will find yourself healing up a lot of damage.

Ahri's main method of dealing damage. Use this in conjunction with your R. Don't overlook the damage on this. It has one of the highest base damages in the game with a fairly short range. You want to use this when you get a charm off or when you are initiating with R (or if you are just spamming to push).

E - Charm

Ahri blows a kiss dealing 60/90/120/150/180 (+0.35) magic damage and charming the first enemy it hits, causing them to walk harmlessly towards her for 1/1.25/1.5/1.75/2 second(s).

Range: 975

Cost: 50/65/80/95/110 Mana

The hardest skillshot EVER period. This is the one skillshot that gives me the most trouble. If you land this spell chances are you get to pick someone off for free h4h4. Aim well and use it to being your kill or combo/poke.

R - Spirit Rush

Ahri dashes forward and fires essence bolts at 3 nearby enemies (prioritizes champions), dealing 100/140/180 (+0.3) magic damage. Spirit Rush can be cast up to three times within 10 seconds before going on cooldown.

Range: 450

Cost: 100 Mana

The skill that gives you da op mobilitiez! But you need to be careful and not just spam R as soon as you use it. Remember.. it has a 10 second window. The weakness with Ahri is that the instant you use W + R you have this window of inability to do anything until your W comes back up. Combo explained later h4h4

Matchups

Winning

Ahri is a safe pick vs anyone. She can beat top tier picks like Ryze, Cassio, Morgana, TF, but she is all about skill!

Losing

All the matchups ahri loses are based on skill minus Annie/Swain.

This is because they have single target stuns (meaning you can't dodge it) and they can instantly burst/sustain you down.

Some examples of people you could lose to if you aren't more skilled than the other player...

--

Very skilled cassio

Galio

Morgana

Twisted fate

Vlad

Vayne is the one AD carry that can kite you and severely mess up your skillshots because of how mobile she is. (She's more mobile than Ahri and invisibility negates Ahri's R damage). But that doesn't mean you can't instakill vayne if she is weak. Same goes both ways though!

Early Game

Farm Farm. Use Q to last hit and harass if possible. Besides that, just focus on getting levels. Ahri scales off of levels extremely well. So you need to get those Q/W levels up high. Level up E early if you are getting a gank else, just go Q/W/Q/E.

Once you are 6, try to get the kill off on mid if you can before they base especially if you have been poking his hp pots down with your mana. Aim to use a charm from a blind spot or R into his face and charm him at pointblank.

Mid Game

Roam and farm. Roam and farm! Once you get 3 dorans, sorcs, abyssal, you are the strongest hero on the map! Be a man and go 1v3 people. You can win l0l.

Team Fights

As Ahri you have the ability to assassinate the squishies. Aim for the back line and use your R wisely. Remember you have 3 of them so spend them wisely. Teamfights don't end in the first 3 seconds. They can prolong for a while so make sure you can use your R sparingly and whenever your W is up in conjunction.

You want to E to catch someone or R>E followed with a W/Q. Then fall back and once your cds are up, R/W again and repeat once more with Q/E. All about cd management and understanding where to move. Don't move into them unless you are confident you won't get cc'd and focused down.

yeah. abyssal is one of the most cost efficient ap items out there. it makes you tanky and the instant you get sorcs/abyssal/3 dorans you will be able to 100>0 anyone not just their ap carry. This is where you make your mark assuming you aren't feeding.